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Credits ...1 Preface

Credits ...1 Preface

Credits...... 1 Fire...... 55 Forbidden...... 58 Preface...... 4 Illusion...... 61 Invocation...... 64 Introduction...... 5 Life...... 69 Traditions of ...... 6 Madness...... 71 Associated Attributes...... 6 Metal...... 74 Dark Magic Traditions...... 6 Nature...... 77 Spells...... 7 ...... 80 Learning Spells...... 7 Order...... 83 Number of Castings...... 7 Primal...... 86 Casting a Spell...... 7 Protection...... 89 Resolving Spell Effects...... 8 Rune...... 92 Header...... 8 Shadow...... 95 Requirement...... 8 Song...... 98 Target...... 8 Soul...... 101 Area...... 8 ...... 104 Range...... 10 Storm...... 107 Duration...... 10 ...... 110 Effect...... 10 Telekinesis...... 114 Special Entries...... 11 Telepathy...... 116 ...... 118 Rank 6 and Higher...... 11 ...... 120 Relics...... 11 Time...... 124 ...... 11 Transformation...... 127 Beyond Level 10...... 11 Water...... 129 Traditions Creatures and Spells...... 12 of Magic...... 132 Air...... 13 ...... 133 ...... 16 Animated Corpses...... 133 Alteration...... 20 Animated Plant...... 134 Arcana...... 22 Animated Tree...... 134 Battle...... 24 Apparition...... 135 Celestial...... 26 Arion Charger...... 135 ...... 29 Brownie...... 135 Conjuration...... 32 Construct...... 136 Curse ...... 35 ...... 136 ...... 38 Faceless Servant...... 136 ...... 41 Fire ...... 136 DestructionSample...... 44 Genie...... file137 ...... 46 Grim Reaper...... 137 Earth...... 48 Incarnation Enchantment...... 50 of Nature...... 138 Fey...... 52 Iron Guardian...... 139 2 Table of Contents Manes...... 139 Daemonhost...... 171 ...... 140 Dawnstrider...... 171 Ore Thrall...... 141 Degenerate...... 172 Phantom...... 141 Devastator...... 172 Primal Champion...... 141 Dualist...... 172 Slime...... 142 Eternal...... 173 Specter...... 142 Firebrand...... 173 Sprite...... 143 Forgeborn...... 173 Stalwart Defender...... 143 Ghoststrider...... 174 ...... 144 Graven...... 175 Wyvern...... 144 Indistinct...... 175 Inevitable...... 175 paths of magic...... 145 Librarian...... 175 Expert Paths...... 146 Machinist...... 176 Ascendant...... 146 Mageblade...... 176 Brewmaster...... 146 Mindwitch...... 176 Blizzard Mage...... 148 Morph...... 177 Demonbinder...... 149 Orb Master...... 178 Edgewalker...... 150 Phantasmist...... 178 Exemplar...... 151 Phaseshifter...... 178 Farseer...... 151 Plaguist...... 179 Lorekeeper...... 153 Puppetmaster...... 179 Magister...... 153 Reviver...... 179 Manipulator...... 154 ...... 179 Naturalist...... 155 Shroud...... 180 Nightmare...... 155 Skydancer...... 180 Preserver...... 157 Soulbound...... 180 Psalmist...... 158 Spellmaster...... 181 Pyroclast...... 158 Spellsinger...... 181 Runewright...... 159 Spellsniper...... 182 Shadowmancer...... 160 Stoneheart...... 182 Skindancer...... 160 Taskmaster...... 182 Soulcatcher...... 161 Tree Shepherd...... 182 Spellslinger...... 162 Trickster...... 183 Spiritcaller...... 162 Unchained...... 183 Tempest...... 164 Void Thrall...... 183 Thrallbinder...... 165 Warder...... 184 Vanguard...... 166 Warmage...... 184 World-Breaker...... 167 Watcher...... 184 Master Paths...... 168 Wavebender...... 184 Alienist...... 168 Legendary Path...... 185 Annihilator...... 168 Paragon...... 185 Anointed...... 168 Ardent...... 169 Spell Index...... 187 Beast...... 169 Index...... 197 BloodSample Magus...... 169 file Bone Collector...... 169 Builder...... 170 Chrononaut...... 171 3 I always planned on writing this book. When I was rooting around in my skull before I launched the firstShadow of the Demon Lord Kickstarter campaign, offering an expansion to magic seemed like a natural product. Looking back to my experiences with other games, books that added spells and magical to the games were among my favorites. The original Tome of Magic for 2nd Edition AD&D saw extensive use at our tables, while the Spell Compendium for 3rd Edition was something of a relief given the sheer number of spells that had been added to the game from various supplements. For Warhammer Role Play, I remember my excitement working on Realms of Sorcery and absorbing with delight the scholarly take on magic in the Old World. And when I had the chance to create Tome of Corruption for the same game, I attacked the subject with the same enthusiasm. It’s no wonder that the first big expansion toShadow would take the form of a magic book. Of course, Shadow has no shortage of spells already. In the main rulebook there are 30 traditions, each with 11 spells, for a hefty 330 spells in all. Demon Lord’s Companion added Alchemy, Death, Demonology, Spiritualism, Telekinesis, and Telepathy, while Terrible Beauty introduced us to Fey magic. Finally, Demon Lord’s Companion 2 introduced Invocation, Metal, Order, and Soul. As the game has grown, we’ve added spells here and there, expanding the list to cover areas overlooked and to broaden options for players who focused on just one or two traditions. That might sound like a lot already, but there are always ways in which to expand the game’s magic, interesting corners that offer interesting roleplaying opportunities, story development, and, naturally, plain bad-assery. And while the traditions I’ve written do a damned fine job covering just about every flavor of fantasy, I had always wanted to explore even weirder magic, which you’ll find inside the Madness tradition—presented in this book for the first time. Another prominent feature of this book is spells of rank 6 or higher. Up till now, I’ve taken a scattershot approach toward building out these ranks. You can find examples inTerrible Beauty and The Hunger in the Void, but those just brushed the surface of what’s possible with powerful magic. In addition, people have been asking me about high-rank spells from the start, and who am I to deny them more fun? Thus, each tradition gets a selection of spells from rank 6 through rank 10, each group an example of the great power that might be available to characters and their enemies in the game. That I’m writing this preface tells you that this book happened. The cost involved in producing books of this size would have been out of my reach had it not been for the enthusiastic support for the Shadow of the Demon Lord: Philosophy Kickstarter campaign. All the people who pledged their support to help make this book happen opened a new door to adventure, excitement, and unremitting horror. So I thank you. This book is for all of you.

—Robert J. Schwalb Sample fileDecember 2018

4 An energy field envelops the world described in from the same source, the inexhaustible wellspring Shadow of the Demon Lord, an echo of the forces that flows through all things. responsible for the creation of reality. This energy, Shadow of the Demon Lord and several supplements, which most refer to as magic, makes the impossible from Terrible Beauty to installments of the Poisoned Pages possible. It permits the existence of all manner of digital series, have revealed dozens of traditions and strange beings and bestows otherworldly abilities hundreds of spells, yet all this information does not come to those who learn how to wield it. This energy close to encompassing what magic is capable of. Occult radiates from relics strange and dangerous, items of Philosophy is the definitive magical resource for the game, incalculable power forged at a time when the world bringing the total number of spells to nearly 1,500. In was young. It can be seen in the landscape, such as in this book are spells of every rank, from 0 to 10, for every the floating mountains that drift across the Desolation tradition in the game, plus one new tradition—Madness, and in the hidden kingdoms that house the faerie folk. for casters who want to test the bounds of sanity. Magic is everywhere, waiting to be manipulated by Throughout the spell descriptions in chapter 1, you those with the talent and training to do so. will find mentions of certain creatures, usually those With the force of magic, you can twist the minds of summoned, called, or created by the casting of spells. others and bend them to your will. You can hurl flames When the creature’s name is shown in boldface, you from your fingertips, soar through the air, raise the can find information about that creature inShadow of dead, and bring about countless other effects limited the Demon Lord. only Sampleby your imagination. Some who come to wield To round out the presentation, file chapter 3 offers a magic have studied under a master, others find the gift large selection of new expert paths and master paths to within themselves, and still others perform miracles give magic-using characters even more options, as well through faith alone. And though the spells these as expanded rules for extending characters’ careers casters use might differ, all the magical energy comes beyond level 10. 5 INtroduction You need to have only Shadow of the Demon Lord Traditions by Attribute to make use of this book. Although many of the traditions discussed in these pages were introduced Intellect Will in supplements, each presentation in chapter 1 offers Alchemy Air plenty of spells for those who want to learn (for Arcana Alteration instance) Fey magic or to master the secrets of the Battle Celestial Alchemy tradition. If you’re interested in checking Conjuration Chaos out other spells from any of these traditions, the Spell Curse* Death* Index in chapter 4 tells where you can find all the other Demonology* Destruction spells that have been designed for the game. Divination Earth Enchantment Fire Traditions Fey Life Forbidden* Metal of Magic Illusion Nature Invocation Order As explained in Shadow of the Demon Lord, most spells Madness* Primal are associated with traditions. Traditions broadly describe various approaches to mastering magical Necromancy* Song power, and the spells of each tradition represent the Protection Soul various discoveries that have arisen from that line Rune Spiritualism of magical research. The Fire tradition, for example, Shadow Storm includes spells that create and manipulate flame, while Technomancy Telekinesis spells from the Spiritualism tradition call forth spirits Telepathy Theurgy from the Underworld, whether to bind them or learn Teleportation Transformation their dreadful secrets. Time Water Learning the spells of a tradition almost always requires one to first discover the tradition. This achievement typically happens in the time between Dark Magic adventures, usually as a result of training and instruction provided by someone who has discovered Traditions the tradition, such as a wizard who has taken you under his or her wing or a cleric who indoctrinates Any spell can be twisted to a dark purpose by the ones you in the teachings of the faith. For novice characters, who cast it. For instance, someone could use a Life choosing a path that offers magical power always spell to restore life to a despicable person. Beyond that, enables the discovery of one or more traditions. however, certain traditions expose fearful secrets, have Discovering a tradition grants you access to all the their origins steeped in incalculable evil, or exist solely spells it includes, which means that you can always to cause suffering, spread mayhem, and make the world choose a spell from that tradition when you become a worse place. Traditions associated with dark magic able to learn a spell. are identified in chapter 1 by the demon skull symbol presented near their names. They include Curse, Associated Death, Demonology, the infamous Forbidden tradition, the newly defined Madness tradition, and Necromancy. Attributes When you discover a dark magic tradition, you gain 1 Corruption. In addition, each time you learn a Each tradition is associated with an attribute, either spell from a dark magic tradition, roll a d6. If the roll Intellect or Will, as indicated on the table below. This association usually indicates which attribute you is lower than the number of dark magic spells you normally use when you cast an attack spell from the have learned, including the one you have just learned, tradition. (An asterisk signifies a dark magic tradition.) you gain 1 Corruption. You roll this die after you have Associated attributes have varying degrees of learned all the spells you are entitled to learn as a importance. For example, Arcana, which is associated result of increasing your group level—meaning that Sampleyou cannot gain more than 1 Corruptionfile from learning with Intellect, rarely offers spells that require you to make an Intellect attack roll. On the other hand, Curse, any number of new dark magic spells when your group which is also associated with Intellect, requires you to level increases. However, each dark magic spell you make Intellect attack rolls to use most of the spells that learn grants 1 boon on challenge rolls you make to belong to that tradition. avoid gaining Insanity. 6 INtroduction Spells All spells produce magical effects, and most work the same way each time they are cast. You can bring about a spell’s effect in one of two ways: by reading aloud an , or by casting the spell if it is one you have learned. An incantation is a spell that has been recorded on an object and thus can be cast by reading the spell aloud, regardless of whether you have learned that spell. Learning Spells When your group level increases, the path you choose or one you have previously chosen might direct you to learn one or more spells, an activity that happens during the time between adventures. When you are eligible to learn a spell, you can choose one spell from a tradition you have discovered (unless you are directed otherwise) whose rank is equal to or lower than your Power score. Exchanging Spells As you gain experience and capability, you might find that some of your spells are less useful now than they once were. Whenever you are eligible to learn a new spell, you can learn a second new spell in place of one you have previously learned. In effect, you forget one spell and learn a different one. When you exchange one spell for another, the rank of the spell you want to learn must be equal to or lower than your Power score. Number of Castings When you learn a spell, you gain a certain number of Number of Castings castings of that spell, depending on the spell’s rank —Castings by Spell Rank— and your Power score. As your Power score increases, the number of castings you have of the spells you have Power 0 1 2 3 4 5 6 7 8 9 10 learned might also increase. The table below shows 0 1—————————— how many castings of a spell are available to you, based 1 21————————— on your Power score and the rank of the spell. 2 321———————— 3 4211——————— Expending a Casting 4 52211—————— You can expend a casting of a spell you have learned 5 632211————— for one of two purposes—either to cast the spell itself, 6 7322211———— or to bring about a different effect that is triggered by 7 83222111——— expending the casting of a particular spell. Often, information about expending a casting 8 933222111—— appears in the entry of a spell description 9 10 3 3 3 2 2 1 1 1 1 — (which is discussed below). 10 11 3 3 3 3 2 1 1 1 1 1 Using a spell from an incantation does not expend a casting of that spell, if the spell is one that you have Casting a Spell learned. Similarly, you cannot expend the casting of a You can cast any spell you have learned or that you spellSample from an incantation. file possess inscribed on an object as an incantation. To Regaining Expended Castings cast a spell, follow the procedure described below. Speak the Words: Spells contain fragments of words You regain all expended castings of your spells when of power first spoken by the genies when they created you complete a rest. the world. To produce the desired magical effect of 7 INtroduction a spell, you must be able to speak aloud the mystic Awareness: You must be aware of a creature or an words. Ordinarily, if you are prevented from speaking object in order to target it with a spell you cast. This because you are gagged or are in an area where sound typically means that the target cannot be hidden from is suppressed, you cannot cast a spell. you. Some spells also require that you be able to see Wield the Implement: All users of magic focus the the target. energy they wield with the help of an implement they Unobstructed Path: Unless the spell description says wear or carry. This object might be a knife, a , a otherwise, there must be an unobstructed path along a staff, an orb, a book, or any similar sort of possession. straight line between you and the target. You can make any object your implement by Targeting Yourself: You can choose yourself as the becoming attuned to it. Doing so requires 1 hour of concentration, during which time you maintain contact target of your spell, provided you meet all the stated with the object. When you finish, you are attuned to criteria for being eligible. the object until you become attuned to a different one. Unwilling Target: Although utility spells are Use an Action: Most of the time, you must use an generally beneficial, your intended target might not action to cast a spell. Some spells, as noted in their want to be affected. If you try to cast a utility spell on descriptions, can be cast using a triggered action. an unwilling target, the utility spell becomes an attack Expend the Casting: You must expend a casting of spell for the sake of that casting, and you must make any spell you intend to cast. If you have no castings of a an attack roll using the attribute associated with the spell remaining, you cannot cast the spell. tradition against the target’s Agility. On a success, the target is affected by the spell. Resolving Targets in Obscured Areas: If an attack spell directs you to choose a target that you can see, and Spell Effects your intended target is in a partially obscured or After you cast a spell, you resolve its effect by following heavily obscured area, you are subject to the effect of the instructions in the spell’s description. Each spell obscurement, which imposes either 1 or 2 banes on uses the following format or a variation of it. your attack roll. Cover: When you cast an attack spell against the NAME TRADITION TYPE RANK Requirement Description Defense or Agility of a creature that has half cover or Target or Area [number and type] target or [shape and three-quarters cover, you are subject to the effect of size] area within [range] Duration # rounds/minutes/hours/day/permanent/other that cover, which imposes either 1 or 2 banes on your attack roll. The spell’s effect. If a spell allows an Agility challenge roll to resist its Triggered Rules for casting the spell using a triggered action. Sacrifice Rules for expending a casting of the spell. effects, the target benefits from intervening cover. Half Permanence Rules for making the duration permanent. cover grants 1 boon on the roll, and three-quarters Attack Roll 20+ Additional effect. cover grants 2 boons. A totally covered target is not affected by the spell. Fragile materials such as cloth, Header glass, and paper might not be sufficient to use for cover, The spell’s header, the top line of each description, at the GM’s discretion. includes the name by which the spell is most commonly Targeting Objects: Unless a spell’s effect says known, the tradition to which it belongs, whether the otherwise, a spell that targets an object can affect only spell is an attack spell or a utility spell, and the spell’s rank. an object you are wearing or carrying, or an object that Requirement is neither worn nor carried by another creature. Some spells have special requirements you must Area fulfill in order to cast them, such as possessing special If a spell has an Area entry, it has no specific target but materials. If a spell has no such requirements, this entry is absent. instead affects an area of space. A spell’s area can be a line, cone, cube, cylinder, sphere, or some other shape Target as defined in the entry. Origin Point: If a spell has a Target entry, it tells you whether the spell All area spells have an origin point Samplethat you choose, which must befile within the range can be directed at creatures, objects, both creatures and objects, or points in space. It indicates the maximum specified by the spell. This point is where the area is number of targets you can choose and the maximum centered or from where it originates. If you’re using a range those targets can be from you. Spells that affect gridded map for a visual reference, the origin point is you and only you have no Target entry. always at an intersection of lines. 8 INtroduction

Size and Shape: The size and shape of an area always Hemispheres, much like cylinders, are centered on conform to the open space in which it is cast. For example, their origin points. From that point each one extends if a spell creates a cube of gas 8 yards on a side, and you cast outward to the maximum radius of the area and upward the spell in a confined space smaller than that, the effect to its maximum height directly above the origin point. would fill the available space and extend no farther. Lines extend away from their origin points, maintaining You can always choose to reduce the size of a spell’s a constant width. A line might also have height, area. For example, if a spell would affect a cube of producing a wall-like effect. Some lines are shapeable, space 4 yards on a side, you could make the cube only which allows you to bend them at 90-degree angles. You 2 yards on a side instead. can change the direction in which a shapeable line runs When the rules mention an area of space, the space once for each yard of the line’s length. must be open; that is, not fully occupied by terrain or Spheres are centered on their origin points and objects. Such a space can, however, contain objects and extend out in all directions to their maximum radius. creatures; it just cannot be entirely inside a solid object. Sometimes the text of a spell effect will refer to an Circles are two-dimensional areas, each centered on area as a “3-yard radius” or a similar term. An area an origin point (usually on the ground) and extending expressed in this way is always a sphere. outward to the maximum radius of the area. Cones extend away from their origin points in a Squares are two-dimensional areas, each centered direction of your choice. For each 1 yard of a cone’s length, on or originating from an origin point (usually on it gains 1 yard of height and width. Thus, a 3-yard cone is the ground) and extending outward to the maximum 1 yard wide and tall after the first yard it travels away from dimensions of the area. the origin point, 2 yards wide and tall after the second Multiple Areas: Some spells affect multiple areas yard, and 3 yards wide and tall at its maximum length. in a single casting, and it might be possible for those Cubes extend away from their origin points in a areas to partially overlap. Regardless of the number of direction of your choice. The origin point can be overlapping areas a creature might be located in, it is Sampleaffected by the spell only once.file anywhere on the surface of the cube. Cylinders are centered on their origin points. Each Spreads: If a spell description states that the spell one extends outward from that point to its maximum spreads through the area, its effect moves around radius and upward from that point to its maximum obstacles as it travels out to the maximum extent of the height everywhere along its circumference. area, which can negate the benefit of cover. 9 INtroduction Range you can use an action to end the spell immediately, rather than waiting for it to end naturally at the end The Target or Area entry provides a spell’s range, of the round. which indicates the maximum distance from you where the spell can take effect. You can have a spell Effect take effect anywhere within the spell’s defined range. Reach: The target or point from which the effect The text of a spell’s effect describes what happens originates must be within your reach, and you must be when you successfully cast the spell, giving you what is able to touch it. See “Unwilling Target” above for more essentially a series of instructions. information. Concentration: Some spells require you to Short: The target or the point from which the effect concentrate for a specified time in order for the spell to originates must be within 5 yards of you. take effect. After using an action to cast the spell, you Medium: The target or the point from which the must concentrate each round for the required period of effect originates must be within 20 yards of you. time. If you stop concentrating or your concentration is Long: The target or the point from which the effect broken during this time, the effect does not occur and originates must be within 100 yards of you. the casting is expended. Extreme: The target or the point from which the Attack Rolls: Many attack spells instruct you to effect originates must be within 500 yards of you. make an attack roll using the tradition’s specified Sight: If a spell’s Target or Area entry includes the attribute against one of the target’s attributes or words “you can see” but does not mention one of the characteristics. If so, the spell description tells you above range categories, the spell’s effective range is the what happens on a success. Typically, nothing happens limit of your vision. on a failure, except that the casting is expended. Challenge Rolls: Some attack spells allow a creature Duration that would be affected by the spell to make a challenge The Duration entry tells you how long a spell’s effect roll to negate the attack for that creature or lessen its lasts. If the spell takes effect instantaneously, this entry effect. The spell tells you what happens on either a is absent. This entry is also absent for a spell whose success or a failure. successful casting is contingent on an attack roll or a Damage: If the attack roll for a spell results in a challenge roll. For example, the charm spell (Shadow, success, the target takes damage as described in the page 127) has no duration, since you must succeed on effect. The target might be subject to other changes as an Intellect attack roll in order to affect the target. well, such as gaining one or more afflictions. 1 Round: The effect begins immediately and A creature can take damage from the effect of a continues until the end of the next round after the particular casting of a spell only once per round. For spell was cast. example, a creature that moves back and forth across Rounds, Minutes, Hours, Days, Months, Years: a wall of fire in a single round takes damage from being The effect begins immediately and continues for the in the spell’s area just once during that round. specified time. Extra Damage: Talents and other spell effects might Concentration: A spell that mentions concentration cause attack spells to deal extra damage. When this in its Duration entry normally lasts for 1 round, but you happens, an affected target takes the extra damage just can use an action to concentrate and thus extend its once. For example, say you have a talent that enables all duration by 1 round, up to the stated maximum. your spells to deal 1d6 extra damage. If you cast the fiery Persistence: Summoned or created creatures or volley spell (Shadow, page 128) and you send all three objects, as well as illusions, remain for the spell’s missiles at the same target, the target would take the 1d6 duration unless they are destroyed before then. If extra damage just once, even if you get a success on two they are able to move, they can freely leave the area or more of the attack rolls made as a result of casting the in which they spell. Likewise, if you cast unerring darts (Shadow, page appeared. 117) and send several darts to strike the same target, the Ending Effects target would take just 1d6 extra damage regardless of Early: Unless a how many darts strike it. If you send each projectile at spell’s description a different target, however, the extra damage applies on says otherwise, you every successful attack you make. can use an action Moving a Target: Some spells move the target as Sampleto end the effect of part of their effect. Unless suchfile a spell says otherwise, any spell you cast, if the target is on the ground, the spell moves the target causing it to cease along the ground. If the target is in the air, the spell immediately. If a moves the target in a direction of the caster’s choice. spell has a duration Spell Effects Don’t Combine: A target or an area can of concentration, be affected by only one casting of the same spell at any 10 INtroduction given time, and then only by the most recent casting Incantations of that spell. For example, a successful casting of the compel spell (Shadow, page 127) on a target already Theoretically, any spell under the effect of anothercompel spell would replace can be cast by using an the effect of the previous casting. Similarly, if a creature incantation (Shadow, is in a space where the areas of two acid rain spells page 109). The main (Shadow, page 142) overlap, it suffers only the effect of rulebook includes prices the one most recently cast. for incantations of rank 0 to 10. As noted there, Special Entries incantations of rank 6 are Some spells include additional information after the exotic items, meaning they effect description. might be available only in the largest cities, such as Attack Roll 20+: Some spells have an additional Caecras, or in cities with deep ties to magic, such as Lij. effect if the total of the attack roll is 20 or higher and Access to incantations of spells of rank 7 or higher beats the target number by at least 5. is granted by GM permission only, a rule that speaks Triggered: Some spells can be cast using a triggered to the scarcity of such magic and the potential havoc action instead of an action. In such cases, the spell’s these spells can wreak on the setting. But though these description gives the trigger for casting it in this way incantations might not be readily available even in a and any changes to the effect for doing so. sprawling metropolis, they might be discovered in the Sacrifice: Some spells allow you to expend a casting old ruins scattered throughout the Desolation, gifted of the spell to produce a different effect. When a to a character by a faerie lord or lady, or bargained for sacrifice entry allows you to cast a certain spell by with a devil from . Characters who venture into the expending the casting of a spell you have learned, you can cast that spell even if you have no castings of it Void could certainly come across such items as well. available and even if you have not learned that spell. Using an incantation of a rank higher than Permanence: The effects of some spells can be made your Power score is anything but reliable, since permanent by fulfilling the specified criteria. If the to succeed you must get a success on an Intellect spell indicates that you must cast it repeatedly over challenge roll with a number of banes equal to the a period of days, weeks, months, or longer, you must difference between your Power score and the rank cast the spell at least once a day. If you fail to do so, you of the incantation. When you consider the financial must start the sequence again. investment required to acquire an incantation in the Aftereffect:Some spells, especially powerful ones, first place, the possibility of a botched roll can make have an effect on the caster after the spell is cast and its you think twice about casting the spell without suitable consequences have been accounted for. If so, follow the precautions, which might mean acquiring a relic, an instructions to resolve this additional effect. enchanted object, or some other spell that temporarily increases your Power score. Rank 6 and Higher Beyond Level 10 This book contains spells of rank 6 and higher. Such Characters might have the opportunity to continue spells are normally beyond the ability of player characters to cast, since a character’s Power score their story beyond the normal limits of the game—a typically tops out at 5 by the time a character finishes concept introduced in Forbidden Rules, where the the campaign. Even though spells of these ranks lie paragon path originally appeared. Groups that advance beyond the reach of most characters, there are ways beyond level 10 have evolved beyond the adventures for player characters to cast these spells and eventually that marked their earlier careers, and most likely they learn them, as discussed below. now tend to other concerns. But as the characters conduct business, build armies, manage syndicates, Relics grow congregations, and engage in any number of Certain relics might carry spells of rank 6 or higher other activities, their abilities might continue to within them and allow their wielder to cast such spells in improve. Such characters, in time, might be able to a limited capacity. A relic might include one casting of a learn spells of rank 6 and higher, earning their right to Samplebe considered among the mostfile powerful beings in the high-rank spell or multiple castings of extremely potent spells. Finding such an item might be the objective of an world and beyond. entire campaign, so that when the relic comes into the hands of the characters, they can use it to contend with an apocalyptic threat of similar stature and potency. 11